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A top-down arena shooter roguelite in which you're a mythical marshmallow god fighting against peasant munchies such as chocolates, jellies, or candies!
License: Apache License 2.0
mythmallow's People
Contributors
mythmallow's Issues
Including but not limited to:
Damage on physical contact with enemies
Death and game over menu
Game should be paused automatically when primary window focus is lost, to prevent users from accidental Alt + Tabs.
See:
Logging is very important for debugging issues experienced by users, so we should use it through the game.
Currently, collision detection checks for collisions across all physics entities. This can be improved by partitioning the objects based on their position, and only checking collisions for the current and the surrounding partitions.
See:
Every single text file in the project needs to end with a trailing newline. We should check it in the CI.
These are very valuable metrics both for development and for user experience, so there should be an option to display them inside the application.
CI needs to be modified to deploy the book to GitHub Pages. If possible, the book for each released version and the book for main should be accessible.
Currently, the camera just blindly follows the player. This can be improved.
See:
I'd recommend playing Brotato and observing its behavior as well.
CI needs to be modified to deploy the game to a website. If possible, the game for each released version and the game for main should be playable.
This one requires a domain and a server machine to host the assets and the compiled WebAssembly.
Including but not limited to:
Displaying HP and damage numbers (requires #1 )
Displaying remaining time until game over (requires #4 )
Including but not limited to:
A new enemy type that can fire a projectile towards the player (would be better after #1 )
Avoidance from the player for this enemy type
Including but not limited to:
A new menu for settings which can be accessible through the main menu or the pause menu
Key bindings settings
Mouse settings (maybe?)
Display settings (e.g., Scaling, VSync)
We should stick to a single committing convention and it needs to be enforced by the CI.
Including but not limited to:
Game Loop
Players
Enemies
It'd make it easier to debug in the editor.
Manually implementing physics is very time consuming. And we'll need a lot of features (e.g., spatial queries), which bevy_xpbd already have.
Staring with:
And for later:
French
German
Spanish
Italian
Dutch
Japanese
Korean
Polish
Portuguese
Russian
Simplified Chinese
Traditional Chinese
Hindi
more?
Including but not limited to:
Progressing through different levels
Time limits
Win conditions
CI needs to be modified to create a release and attach pre-built binaries for major platforms to the release.
Basically a save system with a single save slot.
(requires #4 )
During the development, jumping back and forth between the game and the IDE is very common. So this behavior needs to be configurable.
Including but not limited to:
HP regeneration (requires #1 )
Attack speed (requires #1 )
Size (maybe?)
Including but not limited to:
Current level
Enemies dropping experience object when they die
Player collecting experience points when it's within a certain range to an experience object (range should be configurable)
Level progression adjustments (e.g., leveling up should become harder)
Including but not limited to:
A new UI for viewing the statistics
Play time
Number of games played
Number of wins (requires #4 )
Number of loses (requires #4 )
Number of quits
Enemies killed (requires #1 )
Initial support requires movement and UI navigation with controllers.
See: